How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education

被引:0
作者
Toda, Armando M. [1 ,4 ]
Palomino, Paula T. [1 ]
Oliveira, Wilk [1 ]
Rodrigues, Luiz [1 ]
Klock, Ana C. T. [2 ]
Gasparini, Isabela [3 ]
Cristea, Alexandra, I [4 ]
Isotani, Seiji [1 ]
机构
[1] Univ Sao Paulo, Inst Math & Comp Sci, Sao Paulo, Brazil
[2] Univ Fed Rio Grande do Sul, Inst Informat, Porto Alegre, RS, Brazil
[3] Santa Catarina State Univ, Dept Comp Sci, Florianopolis, SC, Brazil
[4] Univ Durham, Dept Comp Sci, Durham, England
来源
EDUCATIONAL TECHNOLOGY & SOCIETY | 2019年 / 22卷 / 03期
基金
巴西圣保罗研究基金会;
关键词
Gamification; Design Sprint; Taxonomy; Design; Education;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these approaches are theoretical, and do not provide a proof-of-concept. This paper advances the state of the art by providing a practical way to help implement this kind of system. In this study, we present, for the first time, how one can apply gamification elements in a learning system using the Design Sprint method, to guide designers and developers on replicating this process. Additionally, as starting point, we use a taxonomy composed of 21 game elements, proposed to be used within learning environments, organised into five game element categories, according to their goal/usage. Our main contribution is to present how to systematically implement the gamification elements focused on educationalends, which is of special value to practitioners, designers and developers.
引用
收藏
页码:47 / 60
页数:14
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